/*
 * GDevelop C++ Platform
 * Copyright 2008-2016 Florian Rival (Florian.Rival@gmail.com). All rights
 * reserved. This project is released under the MIT License.
 */
#include <iostream>
#include <vector>
#include "GDCore/Tools/Log.h"
#include "GDCpp/Extensions/Builtin/CommonInstructionsTools.h"
#include "GDCpp/Extensions/Builtin/RuntimeSceneTools.h"
#include "GDCpp/Extensions/CppPlatform.h"
#include "GDCpp/Runtime/CommonTools.h"
#include "GDCpp/Runtime/ImageManager.h"
#include "GDCpp/Runtime/Polygon2d.h"
#include "GDCpp/Runtime/PolygonCollision.h"
#include "GDCpp/Runtime/Project/Variable.h"
#include "GDCpp/Runtime/RuntimeGame.h"
#include "GDCpp/Runtime/RuntimeLayer.h"
#include "GDCpp/Runtime/RuntimeObject.h"
#include "GDCpp/Runtime/RuntimeObjectHelpers.h"
#include "GDCpp/Runtime/RuntimeObjectsListsTools.h"
#include "GDCpp/Runtime/RuntimeScene.h"
#include "GDCpp/Runtime/profile.h"

gd::String GD_API GetSceneName(RuntimeScene &scene) { return scene.GetName(); }

bool GD_API LayerVisible(RuntimeScene &scene, const gd::String &layer) {
  return scene.GetRuntimeLayer(layer).GetVisibility();
}

void GD_API ShowLayer(RuntimeScene &scene, const gd::String &layer) {
  scene.GetRuntimeLayer(layer).SetVisibility(true);
}

void GD_API HideLayer(RuntimeScene &scene, const gd::String &layer) {
  scene.GetRuntimeLayer(layer).SetVisibility(false);
}

void GD_API ChangeSceneBackground(RuntimeScene &scene, gd::String newColor) {
  std::vector<gd::String> colors = newColor.Split(U';');
  if (colors.size() > 2)
    scene.SetBackgroundColor(
        colors[0].To<int>(), colors[1].To<int>(), colors[2].To<int>());

  return;
}

void GD_API StopGame(RuntimeScene &scene) {
  scene.RequestChange(RuntimeScene::SceneChange::STOP_GAME);
}

void GD_API ReplaceScene(RuntimeScene &scene,
                         gd::String newSceneName,
                         bool clearOthers) {
  if (!scene.game->HasLayoutNamed(newSceneName)) return;
  scene.RequestChange(clearOthers ? RuntimeScene::SceneChange::CLEAR_SCENES
                                  : RuntimeScene::SceneChange::REPLACE_SCENE,
                      newSceneName);
}

void GD_API PushScene(RuntimeScene &scene, gd::String newSceneName) {
  if (!scene.game->HasLayoutNamed(newSceneName)) return;
  scene.RequestChange(RuntimeScene::SceneChange::PUSH_SCENE, newSceneName);
}

void GD_API PopScene(RuntimeScene &scene) {
  scene.RequestChange(RuntimeScene::SceneChange::POP_SCENE);
}

bool GD_API SceneJustBegins(RuntimeScene &scene) {
  return scene.GetTimeManager().IsFirstLoop();
}

void GD_API MoveObjects(RuntimeScene &scene) {
  RuntimeObjNonOwningPtrList allObjects =
      scene.objectsInstances.GetAllObjects();

  for (std::size_t id = 0; id < allObjects.size(); ++id) {
    double elapsedTime =
        static_cast<double>(allObjects[id]->GetElapsedTime(scene)) / 1000000.0;
    allObjects[id]->SetX(allObjects[id]->GetX() +
                         allObjects[id]->TotalForceX() * elapsedTime);
    allObjects[id]->SetY(allObjects[id]->GetY() +
                         allObjects[id]->TotalForceY() * elapsedTime);

    allObjects[id]->UpdateForce(elapsedTime);
  }

  return;
}

namespace {

void DoCreateObjectOnScene(
    RuntimeScene &scene,
    gd::String objectName,
    std::map<gd::String, std::vector<RuntimeObject *> *> pickedObjectLists,
    float positionX,
    float positionY,
    const gd::String &layer) {
  if (pickedObjectLists.empty()) return;

  // Find the object to be created
  std::vector<ObjSPtr>::const_iterator sceneObject =
      std::find_if(scene.GetObjects().begin(),
                   scene.GetObjects().end(),
                   std::bind2nd(ObjectHasName(), objectName));
  std::vector<ObjSPtr>::const_iterator globalObject =
      std::find_if(scene.game->GetObjects().begin(),
                   scene.game->GetObjects().end(),
                   std::bind2nd(ObjectHasName(), objectName));

  RuntimeObjSPtr newObject = std::unique_ptr<RuntimeObject>();

  if (sceneObject !=
      scene.GetObjects().end())  // We check first scene's objects' list.
    newObject = CppPlatform::Get().CreateRuntimeObject(scene, **sceneObject);
  else if (globalObject !=
           scene.game->GetObjects().end())  // Then the global object list
    newObject = CppPlatform::Get().CreateRuntimeObject(scene, **globalObject);

  if (newObject == std::unique_ptr<RuntimeObject>())
    return;  // Unable to create the object

  // Set up the object
  newObject->SetX(positionX);
  newObject->SetY(positionY);
  newObject->SetLayer(layer);

  // Add object to scene and let it be concerned by futures actions
  pickedObjectLists[objectName]->push_back(
      scene.objectsInstances.AddObject(std::move(newObject)));
}

}  // namespace

void GD_API CreateObjectOnScene(
    RuntimeScene &scene,
    std::map<gd::String, std::vector<RuntimeObject *> *> pickedObjectLists,
    float positionX,
    float positionY,
    const gd::String &layer) {
  if (pickedObjectLists.empty()) return;

  ::DoCreateObjectOnScene(scene,
                          pickedObjectLists.begin()->first,
                          pickedObjectLists,
                          positionX,
                          positionY,
                          layer);
}

void GD_API CreateObjectFromGroupOnScene(
    RuntimeScene &scene,
    std::map<gd::String, std::vector<RuntimeObject *> *> pickedObjectLists,
    const gd::String &objectWanted,
    float positionX,
    float positionY,
    const gd::String &layer) {
  if (pickedObjectLists[objectWanted] == nullptr)
    return;  // Bail out if the object is not present in the specified group

  ::DoCreateObjectOnScene(
      scene, objectWanted, pickedObjectLists, positionX, positionY, layer);
}

bool GD_API PickAllObjects(
    RuntimeScene &scene,
    std::map<gd::String, std::vector<RuntimeObject *> *> pickedObjectLists) {
  for (auto it = pickedObjectLists.begin(); it != pickedObjectLists.end();
       ++it) {
    if (it->second != nullptr) {
      std::vector<RuntimeObject *> objectsOnScene =
          scene.objectsInstances.GetObjectsRawPointers(it->first);

      for (std::size_t j = 0; j < objectsOnScene.size(); ++j) {
        if (find(it->second->begin(), it->second->end(), objectsOnScene[j]) ==
            it->second->end())
          it->second->push_back(objectsOnScene[j]);
      }
    }
  }

  return true;
}

bool GD_API PickRandomObject(
    RuntimeScene &,
    std::map<gd::String, std::vector<RuntimeObject *> *> pickedObjectLists) {
  // Create a list with all objects
  std::vector<RuntimeObject *> allObjects;
  for (auto it = pickedObjectLists.begin(); it != pickedObjectLists.end();
       ++it) {
    if (it->second != nullptr)
      std::copy(it->second->begin(),
                it->second->end(),
                std::back_inserter(allObjects));
  }

  if (allObjects.empty()) return false;

  std::size_t id = GDpriv::CommonInstructions::Random(allObjects.size() - 1);
  PickOnly(pickedObjectLists, allObjects[id]);
  return true;
}

bool GD_API PickNearestObject(
    std::map<gd::String, std::vector<RuntimeObject *> *> pickedObjectLists,
    double x,
    double y,
    bool inverted) {
  double best = 0;
  bool first = true;
  RuntimeObject *bestObject = NULL;
  for (auto it = pickedObjectLists.begin(); it != pickedObjectLists.end();
       ++it) {
    if (it->second == NULL) continue;
    auto list = *it->second;

    for (std::size_t i = 0; i < list.size(); ++i) {
      double value = list[i]->GetSqDistanceTo(x, y);
      if (first || ((value < best) ^ inverted)) {
        bestObject = list[i];
        best = value;
      }

      first = false;
    }
  }

  if (!bestObject) return false;

  PickOnly(pickedObjectLists, bestObject);
  return true;
}

bool GD_API RaycastObject(
    std::map<gd::String, std::vector<RuntimeObject *> *> pickedObjectLists,
    float x,
    float y,
    float angle,
    float dist,
    gd::Variable &varX,
    gd::Variable &varY,
    bool inverted) {
  return RaycastObjectToPosition(pickedObjectLists,
                                 x, y,
                                 x + dist*cos(angle*3.14159/180.0),
                                 y + dist*sin(angle*3.14159/180.0),
                                 varX, varY, inverted);
}

bool GD_API RaycastObjectToPosition(
    std::map<gd::String, std::vector<RuntimeObject *> *> pickedObjectLists,
    float x,
    float y,
    float endX,
    float endY,
    gd::Variable &varX,
    gd::Variable &varY,
    bool inverted) {
  RuntimeObject *matchObject = NULL;
  float testSqDist = inverted ? 0 : (endX - x)*(endX - x) + (endY - y)*(endY - y);
  float resultX = 0.0f;
  float resultY = 0.0f;
  for (auto it = pickedObjectLists.begin(); it != pickedObjectLists.end(); ++it) {
    if (it->second == NULL) continue;
    auto list = *it->second;

    for (std::size_t i = 0; i < list.size(); ++i) {
      RaycastResult result = list[i]->RaycastTest(x, y, endX, endY, !inverted);

      if (result.collision) {
        if (!inverted && (result.closeSqDist <= testSqDist)) {
          testSqDist = result.closeSqDist;
          matchObject = list[i];
          resultX = result.closePoint.x;
          resultY = result.closePoint.y;
        } else if (inverted && (result.farSqDist >= testSqDist)) {
          testSqDist = result.farSqDist;
          matchObject = list[i];
          resultX = result.farPoint.x;
          resultY = result.farPoint.y;
        }
      }
    }
  }

  if (!matchObject) return false;

  PickOnly(pickedObjectLists, matchObject);
  varX.SetValue(resultX);
  varY.SetValue(resultY);
  return true;
}

bool GD_API SceneVariableExists(RuntimeScene &scene,
                                const gd::String &variable) {
  return scene.GetVariables().Has(variable);
}

bool GD_API GlobalVariableExists(RuntimeScene &scene,
                                 const gd::String &variable) {
  return scene.game->GetVariables().Has(variable);
}

gd::Variable &GD_API ReturnVariable(gd::Variable &variable) {
  return variable;
};

bool GD_API VariableChildExists(const gd::Variable &variable,
                                const gd::String &childName) {
  return variable.HasChild(childName);
}

void GD_API VariableRemoveChild(gd::Variable &variable,
                                const gd::String &childName) {
  variable.RemoveChild(childName);
}

void GD_API VariableClearChildren(gd::Variable &variable) {
  variable.ClearChildren();
}

unsigned int GD_API GetVariableChildCount(gd::Variable &variable) {
  if (variable.IsStructure() == false) return 0;

  return variable.GetChildrenCount();
}

double GD_API GetVariableValue(const gd::Variable &variable) {
  return variable.GetValue();
};

const gd::String &GD_API GetVariableString(const gd::Variable &variable) {
  return variable.GetString();
};

void GD_API SetWindowIcon(RuntimeScene &scene, const gd::String &imageName) {
  // Retrieve the image
  std::shared_ptr<SFMLTextureWrapper> image =
      scene.GetImageManager()->GetSFMLTexture(imageName);
  if (image == std::shared_ptr<SFMLTextureWrapper>()) return;

  scene.renderWindow->setIcon(image->image.getSize().x,
                              image->image.getSize().y,
                              image->image.getPixelsPtr());
}

void GD_API SetWindowTitle(RuntimeScene &scene, const gd::String &newName) {
  scene.SetWindowDefaultTitle(newName);
  if (scene.renderWindow != NULL)
    scene.renderWindow->setTitle(scene.GetWindowDefaultTitle());
}

const gd::String &GD_API GetWindowTitle(RuntimeScene &scene) {
  return scene.GetWindowDefaultTitle();
}

void GD_API SetWindowSize(RuntimeScene &scene,
                          int windowWidth,
                          int windowHeight,
                          bool useTheNewSizeForCameraDefaultSize) {
#if !defined(GD_IDE_ONLY)
  if (useTheNewSizeForCameraDefaultSize)  // Change future cameras default size
                                          // if wanted.
  {
    scene.game->SetDefaultWidth(windowWidth);
    scene.game->SetDefaultHeight(windowHeight);
  }

  // Avoid recreating every tick a new window if the size has not changed!
  if (windowWidth == scene.renderWindow->getSize().x &&
      windowHeight == scene.renderWindow->getSize().y)
    return;

#if defined(ANDROID)
  return;  // The size of the window is always the same.
#endif

  scene.renderWindow->create(
      sf::VideoMode(windowWidth, windowHeight, 32),
      scene.GetWindowDefaultTitle(),
      sf::Style::Close |
          (scene.RenderWindowIsFullScreen() ? sf::Style::Fullscreen : 0));
  scene.ChangeRenderWindow(scene.renderWindow);
#endif
}

void GD_API SetFullScreen(RuntimeScene &scene, bool fullscreen, bool) {
#if !defined(GD_IDE_ONLY)
  if (fullscreen && !scene.RenderWindowIsFullScreen()) {
    scene.SetRenderWindowIsFullScreen();
    scene.renderWindow->create(
        sf::VideoMode(scene.game->GetMainWindowDefaultWidth(),
                      scene.game->GetMainWindowDefaultHeight(),
                      32),
        scene.GetWindowDefaultTitle(),
        sf::Style::Close | sf::Style::Fullscreen);
    scene.ChangeRenderWindow(scene.renderWindow);
  } else if (!fullscreen && scene.RenderWindowIsFullScreen()) {
    scene.SetRenderWindowIsFullScreen(false);
    scene.renderWindow->create(
        sf::VideoMode(scene.game->GetMainWindowDefaultWidth(),
                      scene.game->GetMainWindowDefaultHeight(),
                      32),
        scene.GetWindowDefaultTitle(),
        sf::Style::Close);
    scene.ChangeRenderWindow(scene.renderWindow);
  }
#endif
}
unsigned int GD_API GetSceneWindowWidth(RuntimeScene &scene) {
#if defined(ANDROID)
  return scene.game->GetMainWindowDefaultWidth();
#else
  if (scene.renderWindow != NULL) return scene.renderWindow->getSize().x;

  return 0;
#endif
}

unsigned int GD_API GetSceneWindowHeight(RuntimeScene &scene) {
#if defined(ANDROID)
  return scene.game->GetMainWindowDefaultHeight();
#else
  if (scene.renderWindow != NULL) return scene.renderWindow->getSize().y;

  return 0;
#endif
}

unsigned int GD_API GetScreenWidth() {
  sf::VideoMode videoMode = sf::VideoMode::getDesktopMode();

  return videoMode.width;
}

unsigned int GD_API GetScreenHeight() {
  sf::VideoMode videoMode = sf::VideoMode::getDesktopMode();

  return videoMode.height;
}

unsigned int GD_API GetScreenColorDepth() {
  sf::VideoMode videoMode = sf::VideoMode::getDesktopMode();

  return videoMode.bitsPerPixel;
}

void GD_API DisableInputWhenFocusIsLost(RuntimeScene &scene, bool disable) {
  scene.DisableInputWhenFocusIsLost(disable);
}
